KING

Resources & Recovery

Stamina is the fuel. Rest gives it back. Recovery trades one resource for another.

Stamina

What It Is

Everyone has stamina. It fuels special abilities and prevents disruption.

Pool Calculation:

7 base + alternating increments of +3/+4 per level

Stamina by Level:

  • Level 1: 7 stamina
  • Level 2: 10 stamina (+3)
  • Level 3: 14 stamina (+4)
  • Level 4: 17 stamina (+3)
  • Level 5: 21 stamina (+4)
  • Level 6: 24 stamina (+3)
  • Level 7: 28 stamina (+4)
  • Level 8: 31 stamina (+3)
  • Level 9: 35 stamina (+4)
  • Level 10: 38 stamina (+3)

Spending Stamina

Primary Uses:

  • Buyout failed checks: When you fail a check outside combat, spend stamina equal to tier to succeed anyway
  • Maintain disrupted Declared Maneuvers: When you fail a disruption check, spend stamina equal to the tier to keep it
  • Fuel abilities: Some abilities cost stamina to activate
  • Boost abilities: Some abilities allow stamina spending for extra effects

Rolling 1s on Checks:

  • Each 1 rolled costs 1 stamina (but grants 1 Fate point)
  • GM may replace stamina cost with narrative consequence

When You're at 0 Stamina

You can still use abilities. However:

On a failed check:

  • Normal: Spend stamina to succeed
  • At 0 stamina: Failure causes exhaustion instead, even if you would have spent more stamina than you have.
  • At 0 stamina with exhaustion: Failure costs 1 Vitality per 2 stamina you would have spent (round up).

Exhaustion Effects:

  • Roll all checks, attack rolls, tests, and saves at disadvantage

Recovering from Exhaustion:

  • Rest: Removes exhaustion

Critical: Stamina does NOT recover from Recoveries beyond the Fate exchange below. Only rests restore stamina freely.


Rest & Recovery

Rest (8 hours)

Requires:

  • 8 hours of rest
  • 1 ration consumed
  • Relatively safe location

Benefits:

  • Restore ALL Vitality (wounds - lasting injuries - persist; see their Treatment)
  • Restore Stamina equal to your level
  • Remove exhaustion
  • Remove non-permanent conditions

Recovery (10 minutes)

Spend resources to patch up:

  • 1 Fate: Recover Stamina equal to your Tier
  • 2 Stamina: Restore 1 Vitality
  • 1 Stamina: Reduce Attunement by 1 (Druid)

Vigor refills automatically at the start of each combat.


Field Care

There is no dying state to rescue someone from: a character with no wound left to spend is dead. Field care is therefore about buying back capacity and pools before the killing blow, not about reviving the fallen.

Treating a wound: Each injury table lists a Treatment. Meeting it clears that injury, which gives back a wound slot. A cleared slot is another Second Wind the character can spend.

With the Healing skill tree:

  • Advantage on Treatment checks
  • Can treat at range with proper tools

Magical healing: Restores Vitality or Vigor. Wound-removal magic clears an injury outright, giving back a slot.

A Rest restores Vitality and Stamina in full. Wounds persist: they heal only via their Treatment column or wound-removal magic.